class TFRedeemerProjectile extends RedeemerProjectile;

function BlowUp(vector HitLocation)
{
	local Emitter E;
	local TFShield shield;
	local int numShields;

    foreach RadiusActors(class'TFShield',shield,300)
    {
        if(shield!=none) numShields++;
    }
    if(numShields>=8) Damage*=100;
    log(numShields);

    E = Spawn(ExplosionEffectClass,,, HitLocation - 100 * Normal(Velocity), Rot(0,16384,0));
	if ( Level.NetMode == NM_DedicatedServer )
	{
		E.LifeSpan = 0.7;
	}
	MakeNoise(1.0);
	SetPhysics(PHYS_None);
	bHidden = true;
    GotoState('Dying');
}

defaultproperties
{
     Damage=100.000000
     DamageRadius=300.000000
}
